Can't you do any bit shifting in C#?Quote:
Originally Posted by NoteMe
DoomSharp();
- Will make you look ridiculous.
:D
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Can't you do any bit shifting in C#?Quote:
Originally Posted by NoteMe
DoomSharp();
- Will make you look ridiculous.
:D
Yeah you can...what do you think about...the division on four?
How do you do that with floates?
<< 2???
- ØØ -
sorry my bad :blush:
Quote:
Originally Posted by kedaman
Good to see that it is not only me that is tired right now..:)...I can't even get my head around this bounding cricle stuff...:)
- ØØ -
My assumption was that the floor and ceiling were tiles, rather than a single surface for each.Quote:
Originally Posted by kedaman
This is based on the artefacts shown in the image - in the closest "problem" two or three floor tiles have been drawn after the wall "in front" of them, and the wall to the left has been drawn afterwards.
I could be wrong of course!!
Yeah I know what you mean, but these walls were billboarded.. anyway I think in this case its best to go with this method.Quote:
Originally Posted by si_the_geek
Anyway
I was thinking about this again, do you really need the distance other than for sorting? if not then you could leave out the division by 4, because they will still be the same order ;)Quote:
float distX = (wPoints[0].X + wPoints[1].X + wPoints[2].X + wPoints[3].X) / 4;
float distZ = (wPoints[0].Z + wPoints[1].Z + wPoints[2].Z + wPoints[3].Z) / 4;
Quote:
Originally Posted by kedaman
I was actualy thinking about that on the bus on my way home this morning too..:)...I think you are right...
- ØØ -
hehe, great minds :)
Thinking about it again. The position never changes in world coordinates..;)..so I had this function in the constructor..:D..so why even bother to optimize the calculation of the position..:D:D:D:D:
- ØØ -